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* ''VideoGame/MaceGriffinBountyHunter''
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One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based Platform/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[Platform/Xbox360 "HD"]] [[Platform/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine -- the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering -- the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.

to:

One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based Platform/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit MediaNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[Platform/Xbox360 "HD"]] [[Platform/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine -- the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering -- the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.
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Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the Platform/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many developers that had previously been PC exclusive dipping their feet in the console waters by releasing Xbox ports of their games, a trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, and some console developers have even done the inverse. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to the original Xbox.

to:

Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the Platform/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many previously PC-exclusive developers that had previously been PC exclusive dipping their feet in the console waters by such as Creator/{{Bethesda}} and Creator/BioWare began releasing Xbox console ports of their games, a games on the Xbox. This trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, generation, with MultiPlatform titles between PC and some console developers have even done the inverse. becoming much more standard. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to therefore started on the original Xbox.
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* ''VideoGame/HunterTheReckoning''
** ''Hunter: The Reckoning – Redeemer''
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During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/{{Sony|InteractiveEntertainment}} who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the MediaNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

to:

During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface MediaNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/{{Sony|InteractiveEntertainment}} who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the MediaNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].



It was also known for introducing the world to ''{{Franchise/Halo}}'', best described as a FirstPersonShooter with something of a SpaceWestern flavor and now one of Microsoft's {{Cash Cow Franchise}}s. The Xbox had many PC ports, being based on their [=DirectX=] Windows UsefulNotes/{{API}} (hence, it's a [=DirectX=] Box which was the working title for the unit that [[AppropriatedAppellation hit the big time]]), hence very easy to program for PC developers. It didn't succeed in dethroning the [=PS2=], but it got Microsoft's foot in the door and outsold the [=GameCube=] by a few million units worldwide in the process.

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It was also known for introducing the world to ''{{Franchise/Halo}}'', best described as a FirstPersonShooter with something of a SpaceWestern flavor and now one of Microsoft's {{Cash Cow Franchise}}s. The Xbox had many PC ports, being based on their [=DirectX=] Windows UsefulNotes/{{API}} MediaNotes/{{API}} (hence, it's a [=DirectX=] Box which was the working title for the unit that [[AppropriatedAppellation hit the big time]]), hence very easy to program for PC developers. It didn't succeed in dethroning the [=PS2=], but it got Microsoft's foot in the door and outsold the [=GameCube=] by a few million units worldwide in the process.
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* ''VideoGame/{{Black}}''

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* ''VideoGame/{{Black}}''''VideoGame/Black2006''
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** ''VideoGame/SpyHunterNowhereToRun''
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** ''VideoGame/SpyHunter2''
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* ''VideoGame/SpyHunter2001''
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During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/{{Sony|InteractiveEntertainment}} who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

to:

During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/{{Sony|InteractiveEntertainment}} who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The MediaNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].
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* ''VideoGame/TombRaiderLegend''
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During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

to:

During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) Creator/{{Sony|InteractiveEntertainment}} who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].



Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the Platform/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many PC developers dipping their feet in the console waters by releasing Xbox ports of their games, a trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, and some console developers have even done the inverse. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to the original Xbox.

to:

Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the Platform/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many PC developers that had previously been PC exclusive dipping their feet in the console waters by releasing Xbox ports of their games, a trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, and some console developers have even done the inverse. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to the original Xbox.
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Capitalization was fixed from VideoGame.Spiderman 1 to VideoGame.Spider Man 1. Null edit to update index.
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During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/SegaDreamcast [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

to:

During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) who became the runaway success of the gaming world during this time, with the original Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the Platform/SegaDreamcast Platform/{{Dreamcast}} [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the Platform/PlayStation2 and Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].
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Useful Notes for game systems have been redirected to Platform; I have updated the links accordingly


During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to UsefulNotes/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) who became the runaway success of the gaming world during this time, with the original UsefulNotes/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the [[UsefulNotes/SegaDreamcast Dreamcast]][[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the UsefulNotes/PlayStation2 and UsefulNotes/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

Online connectivity was the console's key feature. While the Dreamcast and Sony's UsefulNotes/PlayStation2 had Internet-based multiplayer and online features as an option, Microsoft made it part of the console's core identity and [[RevenueEnhancingDevices charged for it]]. They also charged extra for the DVD remote/IR sensor kit which was required to play [=DVDs=] (a free feature on the UsefulNotes/PlayStation2 if you didn't want the remote, though this is because of the DVD's licensing fees; the UsefulNotes/NintendoGameCube and Dreamcast both lacked DVD playback due to their differing formats), and even with the kit could only play discs locked to the same region as the Xbox.

One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based Platform/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[UsefulNotes/Xbox360 "HD"]] [[UsefulNotes/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine — the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering — the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.

Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the UsefulNotes/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many PC developers dipping their feet in the console waters by releasing Xbox ports of their games, a trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, and some console developers have even done the inverse. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to the original Xbox.

to:

During UsefulNotes/TheNineties, Microsoft invested heavily in gaming on the PC, introducing the [=DirectX=] UsefulNotes/ApplicationProgrammingInterface that finally prompted PC game developers to move from DOS to UsefulNotes/MicrosoftWindows, Platform/MicrosoftWindows, and even published and developed numerous games themselves such as their ''VideoGame/AgeOfEmpires'' series. In spite of these efforts, which led to several acclaimed PC titles released during the decade, it was Creator/SonyInteractiveEntertainment (then Sony Computer Entertainment) who became the runaway success of the gaming world during this time, with the original UsefulNotes/PlayStation Platform/PlayStation selling over 100 million consoles worldwide, while overall sales of PC games declined. Microsoft decided that in order for their investments in gaming to truly pay off, they had to get involved with the console market. After dipping their toe in the water by helping Creator/{{Sega}} with the [[UsefulNotes/SegaDreamcast Dreamcast]][[note]]Some Platform/SegaDreamcast [[note]]Some even consider the Xbox to be a SpiritualSuccessor to the Dreamcast; the Xbox controller took heavy design cues from the Dreamcast controller, many sequels to Dreamcast games came out for the Xbox, and backward compatibility with Dreamcast games was even discussed, but negotiations with Sega fell apart over which online service to use[[/note]], Microsoft went on to release a console of their own in 2001, which they named the '''Xbox'''[[note]]That's one word, no hyphens or CamelCase.[[/note]]. It competed primarily with the UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/NintendoGameCube Platform/NintendoGameCube as part of the UsefulNotes/TheSixthGenerationOfConsoleVideoGames[[note]]The aforementioned Dreamcast had been discontinued in January 2001, several months before either the Xbox or [=GameCube=] released.[[/note]].

Online connectivity was the console's key feature. While the Dreamcast and Sony's UsefulNotes/PlayStation2 Platform/PlayStation2 had Internet-based multiplayer and online features as an option, Microsoft made it part of the console's core identity and [[RevenueEnhancingDevices charged for it]]. They also charged extra for the DVD remote/IR sensor kit which was required to play [=DVDs=] (a free feature on the UsefulNotes/PlayStation2 Platform/PlayStation2 if you didn't want the remote, though this is because of the DVD's licensing fees; the UsefulNotes/NintendoGameCube Platform/NintendoGameCube and Dreamcast both lacked DVD playback due to their differing formats), and even with the kit could only play discs locked to the same region as the Xbox.

One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based Platform/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[UsefulNotes/Xbox360 [[Platform/Xbox360 "HD"]] [[UsefulNotes/PlayStation3 [[Platform/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine — the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering — the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.

Though the console only sold a small fraction of the [=PS2=]'s sales ([[AmericansHateTingle with the console struggling in Europe and outright bombing in Japan]], where to this day the Xbox brand still struggles), it gained what could be considered a [[CultClassic cult following]], ([[GermansLoveDavidHasselhoff The console, and the Xbox brand in general, however, found massive success in Mexico since Microsoft sold every Xbox system at a cheaper price than every PlayStation console, due to Microsoft having manufacturing plants in Mexico to manufacture their systems locally, and offically localizing their games in Mexican Spanish in the country since 2002, before Sony localized their games starting in 2010.]]) as well as the respect of the general gaming community thanks to its groundbreaking influence on console gaming. Many of the features it pioneered becoming standard in the following console generation, most notably the PC-based x86 architecture, an internal, large-capacity hard drive, and a comprehensive, centralized online service (as well as getting console online gaming off the ground in general). Even its contemporary competitors began to take notice of the Xbox, such as the [=PS2=], which launched without network support but introduced an Internet adapter for the original model (which also had plugs for a hard drive of its own) and built-in Ethernet for the slimline after the success of Xbox Live. The [=GameCube=] also had internet capabilities but they unfortunately went under-utilized; Nintendo wouldn't go all-in on internet until the UsefulNotes/{{Wii}}.Platform/{{Wii}}. The console's merging of console and PC hardware also extended to software, with many PC developers dipping their feet in the console waters by releasing Xbox ports of their games, a trend that would continue into the seventh generation as these previously-PC exclusive developers went completely MultiPlatform, and some console developers have even done the inverse. Today's overlap of the PC and console markets is unprecedented (for better or for worse), and is largely thanks to the original Xbox.



The Xbox is also noted for having a poorly designed and implemented security system (part of where the money went on custom parts) that can be hacked in many different ways, allowing alternate uses of the console, which is basically a scaled-down PC in a black plastic case. In fact, in some instances this can be done using only a couple of modified files, and software can be installed on the system (such as specific builds of [[UsefulNotes/{{UNIX}} Linux]], the excellent XBMC media player that is now known today as Kodi - yes, Xbox homebrew is Kodi's cradle - and the games themselves for much shorter load times). Upgrades can also be performed, such as fitting a larger hard drive to store more media. In fact, the uses devised by the fanbase far exceed those envisaged by Microsoft and have ensured an unusually long lifespan for the console. In true spoilsport form, Microsoft over-compensated for their mistakes and ensured its successors from the UsefulNotes/Xbox360 onward were harder to turn into a home entertainment hub. The 360 was also noisier and less reliable as a result of the smaller form factor.

The console is also infamously [[MemeticMutation Xbox Hueg]], as you can tell from the picture above — the system weighs in at just below 4 kilograms (about 8.5 pounds), nearly twice the weight of a [=PS2=] (and four times the weight of the slimline version), making it a nightmare to haul from one place to the next. The original "[[FanNickname Duke]]" controller that launched with the system ([[VideoGame/DukeNukem not to be confused]] [[Creator/JohnWayne with any other Dukes]]), despite being designed by the same people who were responsible for Microsoft's highly successful Sidewinder brand of gamepads, was also infamous in its own right, being specifically designed for western gamers with bigger hands[[note]]something Sega had previously done with the UsefulNotes/SegaSaturn in the West[[/note]], and oft-criticized for its massive size and clumsiness of use. The controllers were eventually redesigned into [[http://en.wikipedia.org/wiki/File:XboxOriginalController.jpg a much slimmer form]] for the Japanese launch of the system, and the new controller, dubbed Controller S, eventually became the worldwide standard, phasing out the Duke for good (though the Duke has been remade into a modern controller for the UsefulNotes/XboxOne by its original creator, who bought the rights from Microsoft).

to:

The Xbox is also noted for having a poorly designed and implemented security system (part of where the money went on custom parts) that can be hacked in many different ways, allowing alternate uses of the console, which is basically a scaled-down PC in a black plastic case. In fact, in some instances this can be done using only a couple of modified files, and software can be installed on the system (such as specific builds of [[UsefulNotes/{{UNIX}} [[Platform/{{UNIX}} Linux]], the excellent XBMC media player that is now known today as Kodi - yes, Xbox homebrew is Kodi's cradle - and the games themselves for much shorter load times). Upgrades can also be performed, such as fitting a larger hard drive to store more media. In fact, the uses devised by the fanbase far exceed those envisaged by Microsoft and have ensured an unusually long lifespan for the console. In true spoilsport form, Microsoft over-compensated for their mistakes and ensured its successors from the UsefulNotes/Xbox360 Platform/Xbox360 onward were harder to turn into a home entertainment hub. The 360 was also noisier and less reliable as a result of the smaller form factor.

The console is also infamously [[MemeticMutation Xbox Hueg]], as you can tell from the picture above — the system weighs in at just below 4 kilograms (about 8.5 pounds), nearly twice the weight of a [=PS2=] (and four times the weight of the slimline version), making it a nightmare to haul from one place to the next. The original "[[FanNickname Duke]]" controller that launched with the system ([[VideoGame/DukeNukem not to be confused]] [[Creator/JohnWayne with any other Dukes]]), despite being designed by the same people who were responsible for Microsoft's highly successful Sidewinder brand of gamepads, was also infamous in its own right, being specifically designed for western gamers with bigger hands[[note]]something Sega had previously done with the UsefulNotes/SegaSaturn Platform/SegaSaturn in the West[[/note]], and oft-criticized for its massive size and clumsiness of use. The controllers were eventually redesigned into [[http://en.wikipedia.org/wiki/File:XboxOriginalController.jpg a much slimmer form]] for the Japanese launch of the system, and the new controller, dubbed Controller S, eventually became the worldwide standard, phasing out the Duke for good (though the Duke has been remade into a modern controller for the UsefulNotes/XboxOne Platform/XboxOne by its original creator, who bought the rights from Microsoft).
Is there an issue? Send a MessageReason:
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One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based UsefulNotes/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[UsefulNotes/Xbox360 "HD"]] [[UsefulNotes/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine — the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering — the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.

to:

One of the reasons for Microsoft's rather aggressive use of RevenueEnhancingDevices was because the system had very high manufacturing costs. While selling hardware for a loss isn't uncommon for video game consoles, the Xbox relied on an unusually large number of bespoke components bought from manufacturers at prices that were fixed by contract, so it was difficult to cut costs down the line. This meant Microsoft never actually made a profit on a single unit of the hardware itself -- they lost $4 billion from it. However the system was the most powerful Sixth Generation console, and its architecture was ahead of its time as it was the first mainstream[[note]]the x86-based UsefulNotes/FMTownsMarty Platform/FMTownsMarty and Tandy VIS, both commercial failures, beat the Xbox to the market in that regard a decade earlier[[/note]] home console to be based on the now-industry standard x86 architecture; it used an Intel Coppermine (Celeron-derivative) CPU clocked at approximately 733 [=MHz=], and an nVidia [=NV2A=] UsefulNotes/GraphicsProcessingUnit (closest to, but not quite, the [=GeForce 3/NV30=]), making it far superior to its rivals. In fact, the hardware was basically a mini-360: it supported [=DirectX 8.1=], just a couple of steps behind [=DirectX 9c=], the maximum the [[UsefulNotes/Xbox360 "HD"]] [[UsefulNotes/PlayStation3 consoles]] support, as well as a hard drive for streaming data. While the graphics hardware often didn't get a chance to shine — the vast majority of sixth generation games were designed with the [=PlayStation=] 2 in mind, meaning that they didn't take advantage of the Xbox's (or for that matter, the [=GameCube's=]) more powerful hardware beyond having higher levels of anti-aliasing and texture filtering — the system's exclusives (aside from most of Sega's earlier exclusive titles, which were leftover Dreamcast games) really showed off what the Xbox could do.
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Misuse
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* BigFun: The console is almost memetically hefty, a holdover from the late 1990s when bigger was better-and it was released right when small and convinient devices were coming into vogue. "ECKSBAWKS/ XBOX/ Xbox HUEG/ HEUG/huge!" is a slang term that came entirely from comparing something to the size of an Xbox. It's first controllers are also honkin big, earning the FanNickname "The Duke" for their size.
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*** ''VideoGame/StarWarsObiWan''
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* ''VideoGame/BattlestarGalactica''
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* ''VideoGame/{{Juiced}}''
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* ''VideoGame/TheLegendOfTianding''
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* ''VideoGame/GhostRecon1''

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